June 2018 (Week 3)

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ offline mode, some progress on the second map
- 2 maps, system of achievements

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Added stalactites
+ Changed charging mechanics
+ Changed grenades
+ Changed parry damage
+ Minor fixes
+ New prototype maps
+ Destroying tiles on touch testing before integrating into map format
+ Started making new boss sprite

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ Two new animations for the grunt
+ One new animation for the placeholder mc
+ AI can now return if a hit was made during a melee attack
+ Completely re-wrote the behavior tree for the grunt
+ Added a new attack to the missile launching mecha
- More gameplay tweaks
- late for DD21
- Busy and sunburnt

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Stereo HMD map with moving icons
+ fixes for warping, bullets, ai steering
+ mission actors that spawn a number of enemies of different types
+ Changes for broom controls for better close and far range combat

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

sgtadman.itch.io/bullet-hell-lane-shooter

+ Can pause the game now.
+ Put in some stuff that lets you control the framerate. There's a comment about it on the most recent Dev Log on the itch.io page.
+ Started putting down some stuff for the pause menu.
- Pause menu is gonna be a lot of work.
- Still need to fix the stuff I added last week.

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

+ Resumed dev work after taking a break for another project
+ Wrote a chara design doc for the artist
+ Made an NPC tanuki and slime that walk back and forth
- Lost some time daydreaming about "creative" decisions (planning out art and environments)

Runes of Acthemya

Dev:

Gothicadev

Tools:

Unity2017.4.1f1

Web:

kry-arcade.tumblr.com

+ finished some simple generation algorithms (landscape, vegetation)
+ fixed glitchy wind from shader
+ fixed some assets
- polish the battle system
- don't forget to add farming
- add more content

Atavism

Dev:

StevenZ_Dev

Tools:

Unity, C# Visual Studio, Paint.Net, OneNote

Web:

twitter.com/StevenZ_Dev

+ Planned the hell out of the AI; way more rigorous and detailed than past plans. This was nearly half of my work this week, but it's all pseudocoded with maths out on paper.
+ Implemented area nodes for birds to circle around and and receive information from
+ Largely implemented behavior for the birds to travel between nodes, form circles around them, and adjust elevation based on necessity or scripting.
- Fair amounts of bugfixing to do before the next features
- This kind of work takes a lot of time, probably won't have anything substantial to show for Demo Day

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Made tons of new asteroid models
+ Started the process of making actual ship models
+ Redid engine effects (that is, the particle effects for ship engines), greatly optimizing them as well
+ Redid asteroid shader code to use specular, normal, and emission maps
+ Redid asteroid generation code to fix some edge-case errors as well allow them to produce a greater variety of asteroids and rotational settings for such

Library Game

Dev:

Raflos

Tools:

Monogame, Krita, Paint.net, Tiled

Web:

raflos.itch.io
raflosgamedev.tumblr.com

+ UI grid system
+ Fixed bugs
+ Optimized collision code
- Got caught up with fonts again. SDF font quality was great but caused some serious spaghetti code. Got rid of those. Then I spent a few long days figuring out how to use this 3rd party font rasterizer. I got it working but I'm not using it yet.

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Bug fixes related to SNK characters
- Demo probably no longer about them anyway
+ Refactoring trigger evaluation code to make things faster
+ Caching static parts of results for faster evaluation
- Still not enough

DNMM

Dev:

Me!

Tools:

Unity, Aesprite, Visual Studio

+ Game exists

Cat Labyrinth

Dev:

Azebu

Tools:

Unity, GIMP, Blender

Web:

twitter.com/AzeSoft

+ One new enemy, some existing ones adjusted
+ First zone rework is almost done
+ Working on a more intuitive UI

Skeletal Dance Party

Dev:

J3X

Tools:

Unity, MagicaVoxel

Web:

skeletaldance.party

+ Added main character art.
+ Finished logo.
+ Player moves with real physics instead of NavMeshAgent.
+ Finished Gamejolt deploy and package script.
+ Lots of game feel and balance fixes.
- Player movement and camera feels a bit floaty.
- Not as far gone in terms of art and marketing as plan says.

Generic Zombie Shooter - Redux

Dev:

Generic Dev

Tools:

Java, Slick2D, Aseprite

Web:

twitter.com/packetpirate

+ added burning status so enemies can be lit on fire
+ refactored some of class architecture to get rid of global variables
+ enemies now have loot tables so each enemy has different item drops and chances for each item to drop
+ key control layout is now customizable

Volleybit

Dev:

nano

Tools:

GMS 1.4, Aseprite

Web:

nanobuilder.itch.io

+ Placeholder ball shooter now moves in more directions
+ Added functions to enable different easing types (e.g. cubic in, cubic out, cubic in/out etc)
+ Nearly fixed the shadow bounce bug
+ Updated the background which is still a placeholder
+ Just realized with the code I wrote, I can theoretically pause motions for impact frames which rocks
- Work on menus
- Need to refactor the hell that is my collision events
- Need to make this whole thing exciting

Petite Witches

Dev:

Dwarfdev

Tools:

Godot, Krita, Clip Studio Paint

Web:

twitter.com/DwarfDev

+ Finished new idle animation
+ Clean up inventory code
+ Design status/inventory screens layout
- Stuck at designing inventory color theme.

Kolo

Dev:

Kolo Dev

Tools:

Unity, Blender, Photoshop

+ Reworked interactable code to allow cooperative unit interaction
+ Various small UI tweaks and a bit of refactoring
+ Interaction phases (tree must be chopped and fallen down to allow wood gathering)

System GES

Dev:

Firgof

Tools:

Unity

Web:

firgof.itch.io/ges

+ Tutorial half-implemented
+ Resolved problem with mass object state changer not calling itself
+ Main Menu / Hub Area is coming along, will post WEBM of a quick walk around its area after this post
- Hub Area still has a lot of lighting issues and is still missing essential things before I can put down the Interaction Zones

Cash Sample

Dev:

SlowDancer

Tools:

RPG Maker MV, Photofiltre, Cubase 8, Internet, Water

Web:

soundcloud.com/slowdul

+ Some Exterior Art
+ Some Interior Art
- I might miss the demo day

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ More intro animation
- It'll get done this century I swear
+ Even more unlockables
+ Added spicy mode
+ Several bug fixes and tweaks to scoring
+ Redid the stage 1-1 pattern, about 50% longer and about the same difficulty
+ Added missing timeouts and quickkills to bosses
+ Laid groundwork for global leaderboards, waiting for steamworks to go though for the rest of it.

Life

Dev:

Anon

Tools:

opengl, glfw3, C++

+ (shaders) Uniforms gets automatically registered
+ (shaders) Structs gets automatically type-set
+ re-implemented quick uniform access system
+ made Texture loading easier
+ Compiles on windows aswell now
+ Added global Material resources, so that mats can share data like camera position
+ Started on Special texture support (normal maps and cube maps etc)
- Missed the last monday because of exams

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Found some tools that should make creating and editing cards more consistent in the editor
- The original plan would have been much neater and more efficient overall but it was ruined by how Unity implements serialisation

Knight & Witch

Dev:

Squaredev

Tools:

Unity, Blender, Krita

Web:

squaredev.tumblr.com
squaredev.itch.io
twitter.com/squareanon

- c-c-combo broken ;_;
+ back to dev, finally
+ fixed a couple of issues with the witch's spell chaging
+ working on combos for the knight again
- so fucking retarded I STILL am having problems with them
+ writing down the code structure for scene data persistence and ally AI
- will most likely not make Demo Day 21, too little new content since the first demo
- feeling frustrated with my lack of coding skills

Unknown Odyssey

Dev:

Wolfcrux

Tools:

Godot, Blender, Gimp, Aseprite

+ Added very simple NPC schedule
+ Overhauled the dialog system. You can now talk with npcs about specific subjects.
- Working on npc AI
- Too many systems I want to implement before DD
- Hopefully I'll have at least 2 minutes of content this time instead of 1 ;^)

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Got enemy in, moving, and attacking.
+ Did my first navmesh and it went great
+ Got all NPC's in the outside part of town saying their dialogue
+ Put in optional dialogue (ie. choosing a response to an NPC)
- Nothing really other than as usual it's taking me longer than I thought to do stuff.

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Lots of UI Improvements
+ Uploaded game to Kongregate as well for more reach.
- So far itch.io feels more comfy. It seems that there's no auto promotion for new games on Kongregate, so you need to get 50 ratings by yourself. However, site offers monthly cash rewards for most popular games.
- Summer